dc.contributor.advisor | 林玲遠<br>李蔡彥 | zh_TW |
dc.contributor.advisor | Lin,Ling-Yuan<br>Li, Tsai-Yen | en_US |
dc.contributor.author (Authors) | 徐逢亨 | zh_TW |
dc.contributor.author (Authors) | Hsu, Feng-Heng | en_US |
dc.creator (作者) | 徐逢亨 | zh_TW |
dc.creator (作者) | Hsu, Feng-Heng | en_US |
dc.date (日期) | 2021 | en_US |
dc.date.accessioned | 1-Oct-2021 10:13:48 (UTC+8) | - |
dc.date.available | 1-Oct-2021 10:13:48 (UTC+8) | - |
dc.date.issued (上傳時間) | 1-Oct-2021 10:13:48 (UTC+8) | - |
dc.identifier (Other Identifiers) | G0106462013 | en_US |
dc.identifier.uri (URI) | http://nccur.lib.nccu.edu.tw/handle/140.119/137325 | - |
dc.description (描述) | 碩士 | zh_TW |
dc.description (描述) | 國立政治大學 | zh_TW |
dc.description (描述) | 數位內容碩士學位學程 | zh_TW |
dc.description (描述) | 106462013 | zh_TW |
dc.description.abstract (摘要) | 虛擬實境(Virtual Reality, VR)是一種極富敘事潛力及未來性的新興技術,打破了過去螢幕式敘事媒介的邊界與維度限制,使體驗者能親臨於計算機設備所建構虛擬的立體空間中。本研究設計以環境符號來使遊戲場景與文字資訊結合的手法,藉由呈現遊戲中的「場景空間」與「角色對於場景事物的個人解讀」,使空間承載更為豐富多元的敘事訊息,同時讓玩家更能沉浸於遊戲中的故事。研究透過概念探討與作品實作,來探索以VR敘事體驗在設計上的可能性,並探索據此發展之敘事策略的具體應用。 本研究之實作作品是一款名為《遲滯妄像》的VR敘事型遊戲,玩家需要穿梭於不同時空,搜索與事件有關的環境符號來完成關卡。在蒐集玩家反饋後發現,以環境符號傳達的故事訊息,是易於理解與閱讀的。而遊戲機制能讓玩家積極探索場景,主動了解故事中所發生的事件,並獲取故事推理的成就感。但也由於遊戲機制與敘事方式的特性,在「環境符號」設計上,並非以傳達完整故事內容為目的,還需要為解謎樂趣服務,重視彼此與事件的關聯性,以及能否創造轉折,營造張力與懸念。由於環境符號的訊息特性在於表達明確,但能承載的資訊量有限,嘗試讓玩家自行填補故事細節,才能設計出適合環境符號特徵的敘事體驗。 | zh_TW |
dc.description.abstract (摘要) | Virtual reality is a new developing technique that has prospects and great potential for narrative. With the ability to extend the boundary and dimension of former screen media, VR makes it possible for users to travel through the virtual space built with computer equipment. The research attempts to bring the sense of immersion for VR game users with the method of environment symbols which combines game scenes with written information. By means of designing and presenting “scenes” in the games and “the character’s interpretations of surroundings”, the spaces in the games can bring out more narrative messages, and make users immerse in the game stories simultaneously. The research tries to explore the possibilities of narrative design of VR experiences through discussion of concepts and creation practice. Moreover, the application of narrative strategy based on the discussion is also explored.The creation for the research is a VR narrative game called Light on the Past. To complete each game level, the player has to travel through different time and space to collect the environment symbols that are related to the stories. After investigating player’s feedback, it shows that the story messages conveyed through environment symbols are easy to be read and comprehended by players. Furthermore, the game’s mechanism motivates players to actively explore in game scenes, urges them to find out the events in the story, and through the acts of solving puzzles, bring them a sense of achievement. Nevertheless, due to the characteristic of game mechanism and narrative method, the creator should consider the playability of the environment symbol as a riddle as well as its function of conveying the story while designing. Creators should value not only the relationships between symbols and events, but also the shifts in the trend of events so as to create tension and suspense. As a message carrier, an environment symbol can convey clear but limited information. Thus, by leaving some spaces for players to fulfill the details of the story on their own, creators can design suitable environment symbols for a good narrative experience. | en_US |
dc.description.tableofcontents | 第一章 緒論 11.1 研究背景與動機 21.1.1數位遊戲中空間與敘事資訊的結合 21.1.2 VR移動的限制性 41.1.3 重新思考環境事物的敘事性 51.2 研究目的 61.3 名詞釋義 6第二章 概念探討與核心設計理念 82.1 虛擬空間結合舞臺概念 82.1.1 舞臺即空間與事件的結合 82.1.2 虛擬空間與舞臺的關係 92.2過往常見的空間敘事設計 122.2.1 以放置文字載體傳達敘事資訊 122.2.2 以角色演出來傳達敘事訊息 132.3 舞臺提升到環境概念 142.3.1環境符號敘事策略的兩種可操作屬性 152.3.2環境符號的浮動特質 18第三章 設計方法 193.1 為VR設計敘事空間 193.1.1 多重時間的舞臺摺疊放置於同一空間 193.1.2 舞臺以「局部」展開 213.2 環境符號敘事策略設計與情境演示 223.2.1 以蒐集意義訊息為核心的互動機制 223.2.2 環境錨點選擇 233.2.3 符號內容設計 233.2.4 環境符號的浮動特質 24第四章 作品設計 264.1 劇情設計 264.1.1劇情創作思路 264.1.2 劇情梗概 284.2場景設計 294.2.1行為的沉澱 304.2.2文化共識用於訊息傳達 344.3體驗流程設計 364.3.1任務說明 364.3.2核心體驗 384.3.3遊戲結尾 43第五章 體驗者反饋 455.1測試規劃 455.1.1選擇對象 455.1.2測試流程 455.2回饋蒐集 465.3回饋整理 505.3.1體驗觀察 505.3.2訪談蒐集 505.3.3回饋總結 52第六章 反思與結論 536.1創作反思 536.1.1 環境錨點的設計細節 546.1.2 環境符號的揭示順序 546.1.3環境符號的訊息特性 556.1.4環境符號敘事策略的設計前提 566.2回顧與總結 56參考文獻 59附錄一、遊戲場景截圖與劇情概述 60 | zh_TW |
dc.format.extent | 6611505 bytes | - |
dc.format.mimetype | application/pdf | - |
dc.source.uri (資料來源) | http://thesis.lib.nccu.edu.tw/record/#G0106462013 | en_US |
dc.subject (關鍵詞) | 虛擬實境 | zh_TW |
dc.subject (關鍵詞) | 空間敘事 | zh_TW |
dc.subject (關鍵詞) | 遊戲研究 | zh_TW |
dc.subject (關鍵詞) | 互動敘事 | zh_TW |
dc.subject (關鍵詞) | Virtual reality | en_US |
dc.subject (關鍵詞) | Environmental storytelling | en_US |
dc.subject (關鍵詞) | Video game | en_US |
dc.subject (關鍵詞) | Interactive storytelling | en_US |
dc.title (題名) | 虛擬空間中以符號的浮動性為概念 所設計的VR敘事遊戲:以《遲滯妄像》創作為例 | zh_TW |
dc.title (題名) | Using the concept of floating symbols in the narrative design for VR game Light on the Past | en_US |
dc.type (資料類型) | thesis | en_US |
dc.relation.reference (參考文獻) | 文獻引用Jenkins, H. (2004): Game design as narrative architecture. First Person: New Media as Story, Performance and Game. Cambridge, MA: MIT Press.Prince, G. (1987). A Dictionary of Narratology. University of Nebraska Press, Lincoln.方舟(譯)。(2015)。《遊戲大師Chris Crawford談互動敘事》(原作者:Chris, C)。北京:人民郵電出版社。(原著出版年:2004)黃友玫(譯)。(2012)。《新設計教科書》(原作者:後藤武、佐佐木正人、深澤直人)。台北市:漫遊者文化出版社(原著出版年:2008)金彥良(2019)。圖標(ICON)與符號學:為何這個圖示這樣被解讀。取自https://www.yottau.com.tw/article/347作品引用The Astronauts. (2014). The Vanishing of Ethan Carter (Windows10 ed.). The Astronauts.Square Enix Holdings Co., Ltd. (2015). Life Is Strange (Windows10 ed.). Dontnod EntertainmentUbisoft. (2016). Tom Clancy`s The Division (Windows10 ed.). Massive EntertainmentFullbright. (2017). Tacoma (Windows10 ed.). Fullbright.Annapurna Interactive. (2017). What Remains of Edith Finch (Windows10 ed.). Giant Sparrow3909 LLC. (2018). Return of the Obra Dinn (Windows10 ed.). 3909 LLC. | zh_TW |
dc.identifier.doi (DOI) | 10.6814/NCCU202101608 | en_US |